Distant Relatives
Player: Character
[MENTION=40413]GlassEye[/MENTION]: Elenka Danyllova, human summoner 3 (9/26/11-1/4/2012), human summoner 4 (1/5/12)
[MENTION=6673727]Qik[/MENTION]: Quioan Scorchsong, elven wiz 1 / ranger 1 (9/26/11-9/30/11), elven wiz 1/ ranger 2 (10/1/11)
[MENTION=100541]toasterferret[/MENTION]: Anna Belacqua, human sorceress 3 (9/26/11-11/17/11), human sorceress 4 (11/18/11-1/04/12). Exited 1/4/12.
[MENTION=100214]deisenhut[/MENTION]: Yoshiki Akita, human monk 3 (9/26/11-10/28/11), human monk (Elemental Fist) 4 (10/29/11)
Artur Hawkwing: Audra Frost, human monk (Ki Mystic) 3, joined 01/02/12
Commander Parsons sits impatiently atop his horse as you arrive. Next to him, at the gangplank of a nondescript, small-sailed barge, is a gangly (for his race) dwarf. Behind him, a dirty and disheveled half-elf works to load the last of the cargo.
"This is Renlow," Parsons says quickly by way of introduction. The dwarf gives a slight smile and nod of his head. "He's taking you on for his cargo trip to the Ouhm as a favor to me. Don't make me regret calling in favors.
"I've sent word ahead to Inar, so he'll know you're coming. You'll want to look for him in The Hidden Clearing feast hall when you get to Martna. He'll fill you in from there.
"And now, I have a patrol," Parsons says. "Which, gods willing, will be wonderfully quiet and full of nothing more than commoners and merchants."
Unless the PC's make a move to stop him, the White Cloak clops off at a brisk pace, returning to his regular work and leaving you in the care of the dwarf and his barge.
[sblock=general guidelines]This is only my second PbP. Qik had to suffer through my first attempt. In any case, here are the guidelines I have. Please let me know if anything's not clear or you have major problems with anything. I know last time there was a bit of confusion about group initiative. In any case:
* Barring unforseen circumstances, I should be able to post at least once a day during the week. I'm online much less over the weekend, so I wouldn't expect much more than one post (possibly none) over the weekend. Usually I'll respond to whomever has posted since I last did (whether or not that's all PC's) if we're just in a conversational scene. If it's not clear to me, I'll ask for a thumbs up from all players before I move PC's to a new scene. I try to check the game I DM first any time I'm on, but feel free to make use of the mention feature if you think I've lost track of you guys.
* For combat, I prefer group initiative / first-post, with the exception of surprise and / or 1st rounds. At that point in combat, everyone hasn't gone yet, and there are enough effects (especially related to flat-footedness) that I don't want to muck with. The general rule, then, is that we use NORMAL initiative until all characters (PC and NPC) have taken a first action. From there forward, combat will run in two chunks: PC's and NPC's. At that point, actions happen in the order they're posted by players during the PC phase. You can always choose to post that you're delaying until after another player if he or she hasn't posted by the time you're ready to.
[sblock=example]The group happens upon pack of goblins. They're pretty sneaky, but one of the goblins hears them coming. Sadly, he's the mute no one likes, so the others remain surprised. All PC's and the goblin, then, can act in the surprise round. PC's roll:
PC A: 16
PC B: 15
PC C: 13
Goblins (Rolled as a group): 12
PC D: 8
In the surprise round, everyone acts in order: PC A, then PC B, PC C, the single unsurprised Goblin, Then PC D.
In round 1, since there are still goblins who have not acted, we maintain normal initiative until we reach the point where they first act (initiative slot 12). So, the round goes like this:
PC A
PC B
PC C
ALL GOBLINS
ALL PCs, first-post, first to act.
It might seem like PC D gets shorted in this scenario, but the number of actions each PC is getting between NPC attacks stays the same. I just find that, when there's no particular mechanical need for it, it speeds things up a bit to let folks post when their schedules permit, without having to throw a bunch of conditions on the post and / or edit attacks based on what someone higher in initiative but later in posting does. Retcons are messy, and anything that mitigates the delays already built into PbP is helpful, I think.[/sblock]
* I'll give at least 24 hours on a combat round for everyone to act, and will try to mention anyone who hasn't acted by then and give them a little more time, as well. At the 48 hour mark, I'll either declare that your PC doesn't act (most likely), or if a simple action is obvious from previous rounds, I'll make that action. You're welcome to assign others as wardens of your PC's in the event of a planned absence.
* You should feel free to make your own rolls, whether those are attack or skill checks. You can use the EN World roller, or the roller on Invisible Castle (please provide a link in your post if you use the latter). Feel free to try any skill you think might be applicable. I'm always willing to consider a non-standard use of a skill, provided you sell it well enough. If you just post: "roll Know:Nature to aid a Bluff," I'm likely to laugh loudly. If, however, you manage to make a case that your extensive knowledge of native roots and herbs can make the Bluffing character sound more authentic as the Bluffing character attempts to fool someone into thinking he's a botanist, that's the kind of effort that makes things more fun and is much more likely to work.
* Caveat to the above: I may make some rolls in secret whether you think to actively use a skill or not. Perception is the obvious one, but not necessarily the only one. Roll Perception as you like, of course, for active spotting and the like; just don't be surprised if
* I try to keep track of resources (Prepared / used spells, per-day abilities used, etc), but it's always lovely if the players help out there, since there's no guarantee I'll have it right, or that my mistake will be in your favor (as, for example, I may forget or miss that you've got one or more buffs or conditional bonuses I should be applying).[/sblock]
[sblock=Experience and Treasure Tracking]
For final treasure splits, see This post
Time Awards:
Anna: 4757 starting XP (level 3)
Level 4 on 11/12/2011
Time XP (9/26/2011-12/29/2011): 1739
Time GP (9/26/2011-12/29/2011): 1974 gp
Elenka: Elenka: Starting XP 3550 (level 3)
Level 4 on 1/2/2012
Time XP (9/26/2011-2/27/2012): 2702
Time GP (9/26/2011-2/27/2012): 3066 gp
Quioan: Starting XP 3227 (Level 2)
Level 3 on 9/30/2011
Level 4 on 2/8/2012
Time XP (9/26/2011-2/27/2012): 2427
Time GP (9/26/2011-2/27/2012): 2746 gp
Yoshiki: Starting XP 5135 (Level 3)
Level 4 on 10/17/2011
Level 5 on 2/8/2012
Time XP (9/26/2011-2/27/2012): 3336
Time GP (9/26/2011-2/27/2012): 3796 gp
Audra: Starting XP 3700 (3rd level)
4th level 2/25/2012
Time XP (1/2/2012-2/27/2012): 854
Time Gold (1/2/2012-2/27/2012): 968 gp
* Eel Encounter
Experience: 600 xp
Treasure: CLW wand (25 charges)
* Halfling Pirates
Experience: 1600 xp
Treasure:
+ Alchemist's fire x8
+ CLW potion x4
+ 100 pp, 28 gp, 16 sp (coin and loot sold to Phineas Renlow)
* Breaking the Baker: 1200 xp
Anna ineligible for further awards / written out (12/29/11)
Spider Encounter
Experience: 400 (3 way split)
Enter Audra
Treasure, second floor 1:
Herald's room:52 gp
a pair of silver dice (worth 5 gp)
unidentified scroll (enchantment compulsion)
Herald rooms: 23 silver holy symbols
A single application of oil of invisibility (used Yoshiki)
+1 Cold Iron Heavy mace
Herald room:potion of gaseous form
Bag of holding, type 1
Large room: 50 pp
potion of invisibility (used Quioan)
unidentified statue (enchantment)
Bi-level Grand Guignol at the Temple:
Experience: 4400 XP
Available Loot:
Acolyte x1:
short sword,
daggers (2),
sap,
studded leather armor,
light wooden shield
10 gp
Priests x3 (each priest has the following):
potions of cure light wounds x2
smokestick
masterwork rapier,
light crossbow with 20 bolts,
sap,
+1 studded leather armor
masterwork light steel shield,
sunrod (2),
thieves tools,
10 gp
Garthia:
Brooch of Shielding
potion Cure Moderate Wonds x2
potion of Stabilize
wand of shield (42 charges)
ring of protection +1
Tarkan
XP: 1600
Treasure: +1 Greatclub
Story Award: 2400 xp [/sblock]
Player: Character
[MENTION=40413]GlassEye[/MENTION]: Elenka Danyllova, human summoner 3 (9/26/11-1/4/2012), human summoner 4 (1/5/12)
[MENTION=6673727]Qik[/MENTION]: Quioan Scorchsong, elven wiz 1 / ranger 1 (9/26/11-9/30/11), elven wiz 1/ ranger 2 (10/1/11)
[MENTION=100541]toasterferret[/MENTION]: Anna Belacqua, human sorceress 3 (9/26/11-11/17/11), human sorceress 4 (11/18/11-1/04/12). Exited 1/4/12.
[MENTION=100214]deisenhut[/MENTION]: Yoshiki Akita, human monk 3 (9/26/11-10/28/11), human monk (Elemental Fist) 4 (10/29/11)
Artur Hawkwing: Audra Frost, human monk (Ki Mystic) 3, joined 01/02/12
Commander Parsons sits impatiently atop his horse as you arrive. Next to him, at the gangplank of a nondescript, small-sailed barge, is a gangly (for his race) dwarf. Behind him, a dirty and disheveled half-elf works to load the last of the cargo.
"This is Renlow," Parsons says quickly by way of introduction. The dwarf gives a slight smile and nod of his head. "He's taking you on for his cargo trip to the Ouhm as a favor to me. Don't make me regret calling in favors.
"I've sent word ahead to Inar, so he'll know you're coming. You'll want to look for him in The Hidden Clearing feast hall when you get to Martna. He'll fill you in from there.
"And now, I have a patrol," Parsons says. "Which, gods willing, will be wonderfully quiet and full of nothing more than commoners and merchants."
Unless the PC's make a move to stop him, the White Cloak clops off at a brisk pace, returning to his regular work and leaving you in the care of the dwarf and his barge.
[sblock=general guidelines]This is only my second PbP. Qik had to suffer through my first attempt. In any case, here are the guidelines I have. Please let me know if anything's not clear or you have major problems with anything. I know last time there was a bit of confusion about group initiative. In any case:
* Barring unforseen circumstances, I should be able to post at least once a day during the week. I'm online much less over the weekend, so I wouldn't expect much more than one post (possibly none) over the weekend. Usually I'll respond to whomever has posted since I last did (whether or not that's all PC's) if we're just in a conversational scene. If it's not clear to me, I'll ask for a thumbs up from all players before I move PC's to a new scene. I try to check the game I DM first any time I'm on, but feel free to make use of the mention feature if you think I've lost track of you guys.

* For combat, I prefer group initiative / first-post, with the exception of surprise and / or 1st rounds. At that point in combat, everyone hasn't gone yet, and there are enough effects (especially related to flat-footedness) that I don't want to muck with. The general rule, then, is that we use NORMAL initiative until all characters (PC and NPC) have taken a first action. From there forward, combat will run in two chunks: PC's and NPC's. At that point, actions happen in the order they're posted by players during the PC phase. You can always choose to post that you're delaying until after another player if he or she hasn't posted by the time you're ready to.
[sblock=example]The group happens upon pack of goblins. They're pretty sneaky, but one of the goblins hears them coming. Sadly, he's the mute no one likes, so the others remain surprised. All PC's and the goblin, then, can act in the surprise round. PC's roll:
PC A: 16
PC B: 15
PC C: 13
Goblins (Rolled as a group): 12
PC D: 8
In the surprise round, everyone acts in order: PC A, then PC B, PC C, the single unsurprised Goblin, Then PC D.
In round 1, since there are still goblins who have not acted, we maintain normal initiative until we reach the point where they first act (initiative slot 12). So, the round goes like this:
PC A
PC B
PC C
ALL GOBLINS
ALL PCs, first-post, first to act.
It might seem like PC D gets shorted in this scenario, but the number of actions each PC is getting between NPC attacks stays the same. I just find that, when there's no particular mechanical need for it, it speeds things up a bit to let folks post when their schedules permit, without having to throw a bunch of conditions on the post and / or edit attacks based on what someone higher in initiative but later in posting does. Retcons are messy, and anything that mitigates the delays already built into PbP is helpful, I think.[/sblock]
* I'll give at least 24 hours on a combat round for everyone to act, and will try to mention anyone who hasn't acted by then and give them a little more time, as well. At the 48 hour mark, I'll either declare that your PC doesn't act (most likely), or if a simple action is obvious from previous rounds, I'll make that action. You're welcome to assign others as wardens of your PC's in the event of a planned absence.
* You should feel free to make your own rolls, whether those are attack or skill checks. You can use the EN World roller, or the roller on Invisible Castle (please provide a link in your post if you use the latter). Feel free to try any skill you think might be applicable. I'm always willing to consider a non-standard use of a skill, provided you sell it well enough. If you just post: "roll Know:Nature to aid a Bluff," I'm likely to laugh loudly. If, however, you manage to make a case that your extensive knowledge of native roots and herbs can make the Bluffing character sound more authentic as the Bluffing character attempts to fool someone into thinking he's a botanist, that's the kind of effort that makes things more fun and is much more likely to work.

* Caveat to the above: I may make some rolls in secret whether you think to actively use a skill or not. Perception is the obvious one, but not necessarily the only one. Roll Perception as you like, of course, for active spotting and the like; just don't be surprised if
* I try to keep track of resources (Prepared / used spells, per-day abilities used, etc), but it's always lovely if the players help out there, since there's no guarantee I'll have it right, or that my mistake will be in your favor (as, for example, I may forget or miss that you've got one or more buffs or conditional bonuses I should be applying).[/sblock]
[sblock=Experience and Treasure Tracking]
For final treasure splits, see This post
Time Awards:
Anna: 4757 starting XP (level 3)
Level 4 on 11/12/2011
Time XP (9/26/2011-12/29/2011): 1739
Time GP (9/26/2011-12/29/2011): 1974 gp
Elenka: Elenka: Starting XP 3550 (level 3)
Level 4 on 1/2/2012
Time XP (9/26/2011-2/27/2012): 2702
Time GP (9/26/2011-2/27/2012): 3066 gp
Quioan: Starting XP 3227 (Level 2)
Level 3 on 9/30/2011
Level 4 on 2/8/2012
Time XP (9/26/2011-2/27/2012): 2427
Time GP (9/26/2011-2/27/2012): 2746 gp
Yoshiki: Starting XP 5135 (Level 3)
Level 4 on 10/17/2011
Level 5 on 2/8/2012
Time XP (9/26/2011-2/27/2012): 3336
Time GP (9/26/2011-2/27/2012): 3796 gp
Audra: Starting XP 3700 (3rd level)
4th level 2/25/2012
Time XP (1/2/2012-2/27/2012): 854
Time Gold (1/2/2012-2/27/2012): 968 gp
* Eel Encounter
Experience: 600 xp
Treasure: CLW wand (25 charges)
* Halfling Pirates
Experience: 1600 xp
Treasure:
+ Alchemist's fire x8
+ CLW potion x4
+ 100 pp, 28 gp, 16 sp (coin and loot sold to Phineas Renlow)
* Breaking the Baker: 1200 xp
Anna ineligible for further awards / written out (12/29/11)
Spider Encounter
Experience: 400 (3 way split)
Enter Audra
Treasure, second floor 1:
Herald's room:52 gp
a pair of silver dice (worth 5 gp)
unidentified scroll (enchantment compulsion)
Herald rooms: 23 silver holy symbols
A single application of oil of invisibility (used Yoshiki)
+1 Cold Iron Heavy mace
Herald room:potion of gaseous form
Bag of holding, type 1
Large room: 50 pp
potion of invisibility (used Quioan)
unidentified statue (enchantment)
Bi-level Grand Guignol at the Temple:
Experience: 4400 XP
Available Loot:
Acolyte x1:
short sword,
daggers (2),
sap,
studded leather armor,
light wooden shield
10 gp
Priests x3 (each priest has the following):
potions of cure light wounds x2
smokestick
masterwork rapier,
light crossbow with 20 bolts,
sap,
+1 studded leather armor
masterwork light steel shield,
sunrod (2),
thieves tools,
10 gp
Garthia:
Brooch of Shielding
potion Cure Moderate Wonds x2
potion of Stabilize
wand of shield (42 charges)
ring of protection +1
Tarkan
XP: 1600
Treasure: +1 Greatclub
Story Award: 2400 xp [/sblock]
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